using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

using ParticlesEngine;

namespace ParticlesEngine
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class ParticlesDemo : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Matrix worldMatrix;
        Matrix viewMatrix;
        Matrix projectionMatrix;


        // Input state.
        KeyboardState currentKeyboardState;
        GamePadState currentGamePadState;

        KeyboardState lastKeyboardState;
        GamePadState lastGamePadState;

        Model grid;

        bool updateBlocked = false;

        public ParticlesDemo()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            base.Initialize();

            CreateCamera();
            //inicializacion,
            ParticlesSystemEngine.GetInstance().load();
            ParticlesSystemEngine.GetInstance().initialize(this.Content, graphics, worldMatrix, viewMatrix, projectionMatrix);
        }
        private void CreateCamera(){
            worldMatrix = Matrix.CreateTranslation(0, 0, 0);
            viewMatrix = Matrix.CreateLookAt(new Vector3(0, 100, 0), new Vector3(0,0,500), Vector3.Up);
            float aspectRatio = (float)graphics.GraphicsDevice.Viewport.Width /
                                (float)graphics.GraphicsDevice.Viewport.Height;
            projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspectRatio, 1, 10000);
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            grid = Content.Load<Model>("grid");
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            HandleInput();

            // TODO: Add your update logic here
            //if (!updateBlocked){
                ParticlesSystemEngine.GetInstance().update(gameTime.ElapsedGameTime.TotalSeconds);
            //}

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            updateBlocked = true;
            // TODO: Add your drawing code here
            ParticlesSystemEngine.GetInstance().render();

            base.Draw(gameTime);
            DrawGrid(viewMatrix, projectionMatrix);
            updateBlocked = false;
        }
        void DrawGrid(Matrix view, Matrix projection)
        {
            GraphicsDevice device = graphics.GraphicsDevice;

            device.RenderState.AlphaBlendEnable = false;
            device.RenderState.AlphaTestEnable = false;
            device.RenderState.DepthBufferEnable = true;

            device.SamplerStates[0].AddressU = TextureAddressMode.Wrap;
            device.SamplerStates[0].AddressV = TextureAddressMode.Wrap;

            foreach (ModelMesh mesh in grid.Meshes)
            {
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.View = view;
                    effect.Projection = projection;
                }

                mesh.Draw();
            }
        }
        /// <summary>
        /// Handles input for quitting the game and cycling
        /// through the different particle effects.
        /// </summary>
        void HandleInput()
        {
            lastKeyboardState = currentKeyboardState;
            lastGamePadState = currentGamePadState;

            currentKeyboardState = Keyboard.GetState();
            currentGamePadState = GamePad.GetState(PlayerIndex.One);

            // Check for exit.
            if (currentKeyboardState.IsKeyDown(Keys.Escape) ||
                currentGamePadState.Buttons.Back == ButtonState.Pressed)
            {
                Exit();
            }
        }
        static void Main(string[] args)
        {
            using (ParticlesDemo game = new ParticlesDemo())
            {
                game.Run();
            }
        }
    }
}
